public float Easing(float lim, float x, EasingID id) { float y = 0; switch (id) { case EasingID.Linear: y = Linear(lim, x); break; case EasingID.EaseInSine: y = EaseInSine(lim, x); break; case EasingID.EaseOutSine: y = EaseOutSine(lim, x); break; case EasingID.EaseInOutSine: y = EaseInOutSine(lim, x); break; } return(y); }
public ParticleInfo(float duration, float length, float lengthRndRatio, float defaultAng, float defaultAngleAmp, float speed, float speedRndRatio, EasingID id, float refractionAng, float refractAngleAmp, float refractionProb, bool firstRefract, bool radUpdatable) { durationSec = duration; moveLength = length; lengthRandRatio = lengthRndRatio; defaultAngle = defaultAng; defaultAngleAmplitude = defaultAngleAmp; moveSpeed = speed; speedRandRatio = speedRndRatio; easingID = id; refractionAngle = refractionAng; refractionAngleAmplitude = refractAngleAmp; refractionProbability = refractionProb; canRefractFirst = firstRefract; canUpdateRad = radUpdatable; }